<?php
/**
 * <https://y.st./>
 * Copyright © 2018 Alex Yst <mailto:copyright@y.st>
 * 
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <https://www.gnu.org./licenses/>.
**/

$xhtml = array(
	'<{title}>' => 'Organic',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<img src="/img/CC_BY-SA_4.0/y.st./weblog/2018/06/29.jpg" alt="My certificate of having completed the driving lessons" class="framed-centred-image" width="649" height="480"/>
<section id="driving">
	<h2>Driving instruction</h2>
	<p>
		I don&apos;t think I&apos;ll need more driving instructions after all.
		I did okay today, but more importantly, my nerves seem to have settled.
		My main issue has always been that I haven&apos;t been overly confident behind the wheel.
		I should be able to pass the driving test.
	</p>
</section>
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			I agree, sarcasm, dry wit, and satire are great.
			I&apos;m not good at dry wit myself though, as I can&apos;t keep a straight face.
			Sarcasm and satire are also a great format to get the news in.
			In other formats, if it&apos;s not a topic I care about, news doesn&apos;t really hold my attention long.
			Using satire though, you can actually get me to care about news I&apos;d otherwise ignore.
		</p>
		<p>
			I&apos;ve never really been a fan of movies.
			Even as a child, I&apos;ve found most movies to be a waste of my time; they&apos;re just too boring.
			There were a very few movies I enjoyed as a child, but I&apos;ll leave them unnamed to avoid promoting them, seeing as I don&apos;t like the companies behind them now that I&apos;m more aware of the world than I was back then.
			I don&apos;t think any of the movies I enjoyed were comedies though.
			It just seems like comedy movies aren&apos;t actually funny.
		</p>
	</blockquote>
</section>
<section id="Minetest">
	<h2>Minetest</h2>
	<p>
		Just when I thought I&apos;d had my plan finished for making my old tunnel layout work, I&apos;ve come up with a new layout and new plan.
		My old layout was very rigid.
		It was intentionally grid-like, using tunnel network hubs at the centre of each of nine sectors of the map.
		This made it very well-organised, but it also prevented expansion.
		Once the network hubs were complete, there could be no more, as there&apos;d be no more space to add new tunnel service sectors.
		I&apos;ve got a new plan though, one that&apos;s both more organic and more extendable.
		For quite a while, I&apos;ve wanted a hub for each drop stat.
		One idea was that these would be shrines, such as the Coal Shrine and the Sand Shrine.
		I&apos;m now deriving x and z coordinates from the name of each element I want a hub for, which can be anywhere on the surface world of the map.
		The best part is that I don&apos;t have to plan ahead, which is impossible.
		New elements could be added in any release, so if I&apos;ve already planned ahead, sectioned things off, and used all available sections, I&apos;m out of luck.
		Seemingly-randomly-placed hubs prevents this problem.
		The tunnel structure will also necessarily no longer be grid-like.
		The tunnels will be more of a maze than a rigidly-planned grid.
		There&apos;ll also be no more main lines, only regular tunnels, which means I probably won&apos;t have any double-deep tunnels.
		The taller three tree varieties probably won&apos;t have a home in my new structure.
		There won&apos;t be actual hubs, either, only places I&apos;ve happened to have put the spawn point for a time.
		I&apos;ll build these structures in the order the elements they represent were added to game, for consistency with new additions, should they continue to come.
		That means the first four structures will be based on apple trees, coal, iron, and gravel.
		I think I&apos;ll start with the Great Apple Tree, a huge apple tree that&apos;ll likely have a tree-house-like balcony about mid-way up the trunk.
		I&apos;m not sure if I want a sort of perimeter set up around it, such as a wooden wall or fence, but if I do, there&apos;ll probably be an apple orchard between the perimeter and the great tree.
		Figuring out where to put the rails will take some planning too.
		I&apos;ve found the tree&apos;s location, which will be in shallow water at a sandstone desert, with a nearby savannah, silver desert, red desert, jungle, and grassland.
		Some terraforming of the area may be required, but that&apos;s part of the fun.
		I get to put temples, shrines, and giant trees in places they don&apos;t fit in and make it look like they belong there.
		I&apos;ll probably work on the coal-, iron-, then gravel-based locations next.
		The gravel-based spot will probably be the most challenging to plan.
		What can you even <strong>*do*</strong> with gravel?
		Maybe it&apos;ll mostly be a gravel patch, with a gravel cube shrine in the centre.
		Maybe I&apos;ll call that one &quot;the Quarry&quot;.
		Coal will probably be used to construct some sort of dark temple, and steel used to create a factory of sorts.
	</p>
</section>
<section id="website">
	<h2>Website hosting</h2>
	<p>
		I&apos;ve been invited to a GitLab instance that hosts websites from repositories similar to how GitHub does.
		The format&apos;s all different though ...
		It&apos;s going to be a while before I have time to figure out how all this works.
		I need configuration files, and special directories ...
		I don&apos;t have time to learn all this tonight, so I&apos;ll have to deal with it later.
	</p>
</section>
END
);
